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MoveParty

Move the party one cell, turning to face the way it goes.

Full documentation: MoveParty. Wire type: move_party.

Legal session modes: exploring

JSON Schema

{
  "$defs": {
    "Direction": {
      "description": "The four grid directions the party faces and moves in.\n\nThis is the direction vocabulary the whole crawl uses: which way\n`MoveParty` steps, which side of a cell\n`OpenDoor` works on, which way a transition faces the party on\narrival. There is no up or down here. Between levels is a\n`TransitionSpec`.\n\nThe wire values are lowercase and they serialize into commands, events, and saves, so changing\none is a `schema_version` bump.",
      "enum": [
        "north",
        "east",
        "south",
        "west"
      ],
      "title": "Direction",
      "type": "string"
    }
  },
  "description": "Move the party one cell, turning to face the way it goes.\n\nThe party must already be inside a dungeon: a fresh session starts in town, and\n`EnterDungeon` is what places the party at\nthe entrance and switches the session to `exploring`.\n\nModes:\n    `exploring`\n\nRejections:\n    - `session.command.wrong_mode` - the session is not exploring a dungeon.\n    - `exploration.move.cannot_move` - the party cannot move: it is overloaded,\n      or a living member is unable to walk.\n    - `exploration.move.blocked` - a wall, a closed or secret door, or the map\n      edge blocks that direction.\n\nEvents:\n    `PartyMovedEvent` with the new position\n    and facing. Arriving in the new cell can set off more, each with its own\n    event. A `LocationEnteredEvent`\n    lands when the party crosses into a new area, level, or dungeon, and a\n    `DoorEvent` for each door the party opened\n    swinging shut behind it. The area's treasure rolls as a\n    `HoardGeneratedEvent`. A room\n    trap's spring check posts a\n    `DetectionRolledEvent` and a\n    `TrapEvent`, and a trap that springs\n    resolves at once.\n\n    A cell under a burning-oil pool or a *web* catches the party as it arrives\n    (`DamageDealtEvent`,\n    `HitPointsReportedEvent`,\n    `DeathEvent`,\n    `EffectAttachedEvent`,\n    `ConditionGainedEvent`). A keyed\n    encounter opens on arrival with\n    `SurpriseRolledEvent`s,\n    `EncounterStartedEvent`,\n    `ReactionRolledEvent`, and\n    `StanceChangedEvent`, and an\n    attacks stance opens battle at once\n    (`BattleStartedEvent`).\n\n    The step accrues toward the turn clock, and crossing a turn boundary brings\n    its bookkeeping:\n    `EffectExpiredEvent` with a\n    `LightEvent` for a light burning out,\n    `FatigueEvent` on the rest cadence,\n    `ProvisionsEvent` on a day boundary,\n    and `WanderingCheckEvent` on the\n    wandering cadence.",
  "properties": {
    "command_type": {
      "const": "move_party",
      "default": "move_party",
      "title": "Command Type",
      "type": "string",
      "description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
    },
    "source": {
      "anyOf": [
        {
          "minLength": 1,
          "type": "string"
        },
        {
          "type": "null"
        }
      ],
      "default": null,
      "title": "Source",
      "description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
    },
    "direction": {
      "$ref": "#/$defs/Direction",
      "description": "Which way to step. The party turns to face that way as it goes, so a move is also a turn.\nTo change facing without spending the step, use\n`TurnParty`. A direction with a wall, a closed door, an\nundiscovered secret door, or the map edge behind it is refused with\n`exploration.move.blocked`, and\n`ExploredLevelView.edges` is where a front\nend reads which sides of the cell the party can leave by."
    }
  },
  "required": [
    "direction"
  ],
  "title": "MoveParty",
  "type": "object"
}